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Revan Ordo
2010-08-05, 02:07 PM
I know these fighter fix threads have been done to death, and then some, but I figured I would take a stab at it.

I threw this together in a couple of hours after reviewing some of the other fighter fix threads. Ultimately I decided to use the Pathfinder fighter as a base and tweak it from there. Please read through and feel free to critique and make any suggestions to improve or fix what I've cobbled together.

FIGHTER
Hit Die: d10.
CLASS SKILLS
The fighter's class skills are Arcobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier.

{table]
Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Battle Prowess +1, Bonus Feat
2nd|+2|+3|+0|+0|Bonus Feat, Fighter Talent
3rd|+3|+3|+1|+1|Armor Training 1, Battle Surge (Swift Action), Bravery
4th|+4|+4|+1|+1|Bonus Feat, Fighter Talent
5th|+5|+4|+1|+1|Battle Prowess +2, Weapon Training 1
6th|+6/+1|+5|+2|+2|Adaptable Prowess, Bonus Feat, Fighter Talent
7th|+7/+2|+5|+2|+2|Armor Training 2, Shake it Off
8th|+8/+3|+6|+2|+2|Bonus Feat, Fighter Talent
9th|+9/+4|+6|+3|+3|Battle Prowess +3, Weapon Training 2
10th|+10/+5|+7|+3|+3|Advanced Talents, Bonus Feat, Fighter Talent
11th|+11/+6/+1|+7|+3|+3|Armor Training 3, Battle Surge (Move Action)
12th|+12/+7/+2|+8|+4|+4|Bonus Feat, Fighter Talent
13th|+13/+8/+3|+8|+4|+4|Battle Prowess +4, Weapon Training 3
14th|+14/+9/+4|+9|+4|+4|Bonus Feat, Fighter Talent
15th|+15/+10/+5|+9|+5|+5|Armor Training 4, Improved Shake it Off
16th|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Fighter Talent
17th|+17/+12/+7/+2|+10|+5|+5|Battle Prowess +5, Weapon Training 4
18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat, Fighter Talent
19th|+19/+14/+9/+4|+11|+6|+6|Armor Mastery, Battle Surge (Standard Action)
20th|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Fighter Talent, Weapon Mastery[/table]

CLASS FEATURES
The following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Battle Prowess: At 1st level, the fighter gains a +1 to all combat maneuver checks (bull rush, disarm, grapple, overrun, sunder, and trip). This bonus increases by +1 for every four levels beyond 1st.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Fighter Talents: As a fighter gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a fighter gains one fighter talent. He gains an additional fighter talent for every 2 levels of fighter attained after 2nd level. Unless specified otherwise, a fighter cannot select an individual talent more than once.

Athlete (Ex): A fighter adds ½ his fighter levels as a bonus to all Athletics checks.

Close Combat Shot (Ex): A fighter gains the ability to make a ranged attack with a ranged weapon you have weapon focus with while in a threatened area without provoking an attack of opportunity. Prerequisites: Fighter Level 4th, Point Blank Shot, Precise Shot, Weapon Focus [Ranged Weapon]

Critical Strike (Ex): As a full round attack, you may ‘sacrifice’ one attack to gain +1 to your critical threat range on your next attack that round with any weapon you have Improved Critical for. Multiple attacks may be sacrificed each one adding +1 your critical threat range. This bonus is only for one attack & does not ‘carry over’ from round to round. Prerequisites: Melee Power, Improved Critical feat

Extreme Effort (Ex): A fighter that selects this talent may perform feats of extreme physical effort. When making a strength check the fighter doubles his strength bonus. At 11th level triple the strength bonus, and at 16th level quadruple the strength bonus. Prerequisites: Str 15+

Hustle (Ex): Whenever the fighter would be allowed to take a ‘5 ft. step’ he may take a ‘10 ft. step’ instead. Any ability, effect, feat, or rule that applies to a ‘5 ft. step’ now applies when you take a ‘10 ft. step’.

Hardened Fortitude (Ex): You only require half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks.

Indomitable (Ex): This talent allows a fighter to add his Constitution modifier to his Reflex and Will saving throws instead of his Dexterity and Wisdom.

Martial Arts Training: You gain the ability to make an unarmed strike as per the feat Improved Unarmed Strike, your unarmed damage is equal to that of a first level monk of your size.

Melee Defense: When wielding a melee weapon you gain a +1 shield bonus to your AC. This shield bonus stacks with that granted by any shield you wield except for a tower shield. If fighting with two weapons, you gain a +2 shield bonus to your AC.

Melee Power: Add +1 to damage with all melee weapons. This talent may be selected multiple times its effects stack.

Mettle (Ex): If you make a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), you take no effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude’ none for you). Prerequisites: Fighter Level 6th, Indomitable

Parry: Negate a melee attack by rolling an opposed attack roll, DC = Atk roll. This uses one of your attacks of opportunity for the round in which it is used. You receive a -5 penalty to your attack roll every time you use this after the first. You must have a melee weapon in hand, and you must be aware of your foe and not flat-footed. You may parry an attack while unarmed, but you receive a -4 penalty to the attack roll. Prerequisite: Fighter Level 4th, Melee Defense

Rain of Blows (Ex): When wielding a melee weapon that you have weapon focus with, you may as a full attack action make an extra melee attack at your highest BAB, but all such attacks receive a -2 penalty. This does not stack with a monk’s flurry of blows ability. Prerequisite: Weapon Focus [Melee weapon]

Ranged Precision: Add +1 to damage with all ranged weapons. This talent may be selected multiple times its effects stack.

Riposte (Ex): Once per encounter as an immediate action, you may make a melee attack vs. an opponent whose attack you successfully parried this round. This uses one of your attacks of opportunity for this round. Prerequisites: Fighter Level 6th, Melee Defense, Parry

Staredown (Ex): A fighter that selects this talent adds ½ his fighter levels as a bonus to all Intimidate checks.

Strong Back (Ex): A fighter that selects this talent adds +4 to his strength score to determine his carrying capacity. For every five levels of fighter increase this bonus by 1.

Uncanny Dodge (Ex): The fighter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. If a fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Prerequisites: Fighter Level 4th


Bravery (Ex): Starting at 3rd level, the fighter adds his Battle Prowess bonus to Will saves against fear.

Armor Training (Ex): Starting at 3rd level, a fighter learns to more effectively utilize their armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the AC bonus and maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the AC bonus and maximum Dexterity bonus.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Battle Surge (Ex): Starting at 3rd level, the fighter has learned to maximize his actions in battle gaining an extra swift action each round of combat. This extra action could be used as an extra immediate action instead. At 11th level, the fighter gains an extra move action each round of combat. At 19th level, the fighter gains an extra standard action each round of combat. These extra actions cannot be used to cast spells or use innate spell-like abilities.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon Groups


Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.


Adaptable Prowess (Ex): At 6th level, the fighter adds his Battle Prowess bonus to all of his ability scores for the purpose of qualifying for feats.

Shake it Off (Ex): At 7th level, the fighter gains the ability to shake off various impeding effects. As a full round action, a fighter can attempt to remove one of the following effects: blind, confused, dazzled, deaf, fatigued, shaken, or sickened. To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect. If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level. Any other condition that does not allow a save cannot be removed with this ability.

Advanced Talents (Ex): At 10th level, and every two levels thereafter, a fighter can choose one of the following advanced talents in place of a fighter talent.


Devastating Melee Smash (Ex): Once per encounter, before making your attack roll, you may choose to add ½ your fighter levels to damage with a melee weapon. If you miss, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter. Prerequisites: Fighter Level 12th, Melee Power

Expert Weapon Qualities (Ex): A fighter that selects this talent chooses a specific weapon they have weapon focus for, such as the longsword, greataxe, or longbow. One of the following weapon qualities may be added to the weapon:
• Disarm: With this weapon, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
• Light: You may choose this option only for a one-handed weapon. The weapon is now considered light for you. You may use the weapon in your off-hand without penalty, and you may use the Weapon Finesse feat with the weapon.
• Mounted: The weapon deals double damage when used from the back of a charging mount. If the weapon is two-handed, you may use it one-handed while mounted.
• Set: You may choose this option with a one- or two-handed weapon (but not a light weapon). If you use a ready action to set your weapon against a charge, you deal double damage on a successful hit against a charging opponent.
• Thrown: You may throw the weapon. It gains a range increment of 10. If the weapon does piercing damage, it gains a range increment of 20.
• Trip: You can use the weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
This talent may be taken multiple times. Each weapon quality may be chosen only once per weapon. Prerequisites: Weapon Focus [Any weapon]

Expert Weapon Reach (Ex): A fighter that selects this talent chooses a specific two-handed weapon they have weapon focus for, such as the greatsword, greataxe, or long spear. The fighter gains reach with the weapon. (Typically, this doubles your natural reach.) If the weapon already has reach, this talent allows you to attack adjacent foes. Prerequisites: Weapon Focus [two-handed weapon]

Fast Movement (Ex): A fighter that selects this talent increases his base speed by 10 ft. This talent may be selected multiple times and its effects stack.

Feat: A fighter may select any feat whose prerequisites he meets instead of a talent. This talent may be selected multiple times choosing a new feat each time.

Ferocity (Ex): A fighter that selects this talent may continue fighting without penalty until his hit points reach -10 + his Constitution score. Prerequisite: Diehard feat, Indomitable

Improved Mettle (Ex): If you make a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), you take no effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude’ none for you) and on a failed save, you only take the partial effects instead of the full effects. Prerequisites: Fighter Level 12th, Indomitable, Mettle

Improved Uncanny Dodge (Ex): The fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Prerequisites: Uncanny Dodge

Martial Arts Master (Ex): You gain the unarmed strike damage and flurry of blows ability of a monk whose level equals your fighter levels. Additionally, add ½ your fighter levels in nonlethal damage to the damage dealt by your unarmed strike. Prerequisites: Improved Unarmed Strike feat or Martial Arts Training, Weapon Focus [Unarmed Strike]

Mass Staredown (Ex): You may attempt the Demoralize action on all opponents within 30 ft. as a standard action. Prerequisites: Staredown

Master Critical Strike (Ex): As a full round attack, you may ‘sacrifice’ one attack to gain +2 to your critical threat range on your next attack that round with any weapon you have Improved Critical for. Multiple attacks may be sacrificed each one adding +2 your critical threat range. This bonus is only for one attack & does not ‘carry over’ from round to round. Prerequisites: Fighter Level 16th, Critical Strike, Melee Smash, Improved Critical feat

Master Rapid Shot (Ex): When wielding a ranged weapon that you have weapon focus with, you may make two extra attacks with the rapid shot feat, instead of only one. Prerequisites: Fighter Level 16th, Point Blank Shot, Rapid Shot, Weapon Focus [Ranged]

Riposte Mastery (Ex): As per riposte, however, you may make an additional riposte for each attack you have successfully parried, however, all ripostes after the first receive a -5 penalty to your attack roll for each time used after the first one. Prerequisites: Fighter Level 12th, Melee Defense, Parry, Riposte

Second Wind (Ex): Once per day as a move action you may regain a number of hit points equal to your fighter level plus your Constitution modifier. Any hit points you would gain from this ability over your maximum total are lost.

Solid Frame (Ex): A fighter that selects this talent is considered one size category larger for purposes of carrying capacity, and combat maneuver bonuses. Prerequisite: Strong Back

Storm of Blows (Ex): When wielding a melee weapon that you have weapon focus with, you may as a full attack action make tow extra melee attacks at your highest BAB, but all such attacks receive a -2 penalty. This does not stack with a monk’s flurry of blows. Prerequisite: Fighter Level 16th, Rain of Blows, Weapon Focus [Melee weapon]

Unarmed Parry (Ex): If attempting to parry while unarmed, you no longer receive a -4 penalty. Prerequisites: Parry, Improved Unarmed Strike

Uncanny Precision (Ex): Once per encounter, before making your attack roll, you may choose to add ½ your level to damage with a ranged weapon. If you miss, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter. Prerequisites: Fighter Level 12th, Precision


Improved Shake it Off (Ex): At 15th level, a fighter can now use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned. A fighter may use this ability despite conditions preventing him from using full round actions.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Revan Ordo
2010-08-09, 07:14 AM
No critiques?/criticisms?/suggestions?/thoughts?

Pechvarry
2010-08-09, 03:51 PM
-You do a much better job of this than a lot of Fighter fixes, but make sure you don't paint your Fighter as a weapon master dedicated to a single weapon. You still have features that require dedication to a single weapon, but at least it doesn't account for massive amounts of the class' power. It's important to remember that not all of us want weapon master -- we want combat masters.

-Feats! I would really like to see a "feat helper" class feature. One of the big problems with Fighters and their feats is that it introduces a decent level of MAD just through stat prereqs. Having a class feature that adds an amount to their stats for the purposes of feat qualification would be nice -- it's something I've seen on at least one other fighter fix, but most don't address.

Your Battle Prowess/Bravery progression or your armor training would be a good place to lump that in.

-Incidentally, with Battle Prowess/Bravery on the same progression at the same levels, I feel like it'd clean the class up by combining them. You could simply get rid of Bravery and include in the Battle Prowess text "you may also add this as a bonus on saves against fear effects". If you include the feat prereq'ing, you could do it by granting class features that piggyback Battle Prowess.

For example, keep Battle Prowess as written, and then include a class feature at level 3 simply called "Bravery" which would just state "add Battle Prowess value to saves against fear", then at level 5-7ish, when 1-2 feat chains are getting wrapped up and you start needing better attributes to keep buying decent feats, add something like "Combat Adaptability" or whatever you think of. And then just have this ability state "add Battle Prowess value to all your ability scores for the purposes of feat qualification."

-Cleanup: You have Weapon Mastery printed twice -- once hidden in with Armor Mastery.

Revan Ordo
2010-08-10, 07:33 AM
Pechvarry,

Thanks for your critique and suggestions on clean-up and improving this class fix. I've made the changes you suggested and I think this is nearing completion.

Other GITP Folks,

Please PEACH the revised version. Thanks.

Revan Ordo
2010-08-11, 07:09 AM
Anyone have any suggestions for new fighter talents or improvements for existing talents?

Ouranos
2010-08-11, 10:01 AM
Thumbs up. Saved for my next fighter.

Revan Ordo
2010-08-11, 11:50 AM
Ouranos,

Thanks man. Appreciate it.

Revan Ordo
2010-08-13, 07:31 AM
I would like to get some more feedback on this. If anyone has any suggestions on how to improve it, especially in the fighter talents area, please chime in.